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Category Archives: Realm of the Mad God

I’m usually not a person that has issues with microtransactions and cash shops on a fundamental level. I’ll look carefully at the cash shop before I start playing a game, to make sure I’m comfortable with the stuff in it, and how the rationale for making the company a profit is derived, and if I’m okay with that, then I don’t mind playing the game.

But we’re seeing something dangerous happen in the cases of both Lord of the Rings Online and City of Heroes.

The gradual sneaky addition of items to the store to test player limits.

And I think what the devs are finding out is that if you introduce a distasteful substance in small amounts, people acclimatise to the taste and rationalize it off to the point that outsiders start raising an eyebrow at what they’re accepting.

Hell, I’m starting to feel a bit like a guinea pig here. It’s like the devs are saying, “LOL, let’s see how far some of these players will go, how much they are willing to pay for phenomenal cosmic power!”

Where exactly do we draw the line?

When is it the time to say “No, this is unacceptable, I won’t play this game as is” and walk away from the game, despite all the temptations of content and prior commitment to it?

—

From here on, I’ll be talking about City of Heroes as I have less in-depth experience with LOTRO’s store, and I’ll be talking about my personal reactions and feelings in an attempt to figure out where my personal line is. Your mileage may vary.

Things have reached a sort of crisis point in my head with the latest and sneakiest introduction to the Paragon Store, Power Amplifiers.

They last for 1, 4 or 8 hours depending on how much real world money you paid. I only looked at the cost for the 1 hour one, which is 80 paragon points, or $1 USD. I think you can extrapolate from there for the 4 or 8 hours, minus the odd buck or few cents for a discount.

They offer a decent, middling buff. I wouldn’t say it is outright breaking the game in terms of direct power given. But I wouldn’t say it is a negligible buff either.

The most controversial is possibly the defense amplifier, which also offers mag4 mez protection, the equivalent of mez resistance for squishy classes that can’t get it off a normal power toggle like the melee armored classes.

I’m trying to figure out why the introduction of these items to the store disturbs me so.

It doesn’t help that my line has been fogged up and disrupted by all the stuff like Super Packs, which I sorta kinda disapprove of on a moral basis, but confess to finding them addictively fun as long as taken non-seriously in moderation (which I -think- I am capable of budget limiting for myself, but I don’t really know. Isn’t that the slippery slope all gamblers go down?)

The common forums retort is, “Look, they’re optional. You don’t -have- to buy them. What do you care what other people do with their money? The presence of these items on the store shouldn’t affect the way you play, just don’t buy them, leave it as a choice for other people to give money to Paragon Studios so that they can continue development of this cool game we all enjoy.”

But somehow, the presence of the items on the store does affect the way I play.

But that’s not exactly my beef with the items, it doesn’t quite resonate with me that way. It frankly disturbs me more that other players are so accepting of the items, that they think and feel that it won’t have any effect on the way they play whatsoever because they’re not in competition with other players.

—

Maybe it’ll help if I start with a story. My first ever encounter with “microtransactions” as it were. It was a MUD. Medievia MUD to be precise, back in the mists of time. I was bored with my regular MUD and had started a habit of MUD hopping (which is kinda like MMO juggling) to sample different innovative systems and maybe, just maybe, find a new MUD that I was interested in and could invest time in learning and playing.

Medievia MUD struck a lot of notes with me. It was big and in-depth. There were systems I had never encountered before, like trade running from place to place, dragon kills and eggs, even their questing system was all different and interesting. My trial alt was about waist-deep into the game and almost ready to commit, when I had the (mis)fortune? to talk frankly with a veteran on the ideal gear for each body location. He gave a lot of helpful suggestions and I was eagerly taking notes on stuff I had to collect, things I had to kill…

…Then matter-of-factly, he said. “Ok, for the two neck locations, the best are two ‘donation’ necklaces that you can buy by donating $50 to Medievia MUD.”

WHOA, friend. Hold your horses there.

I honestly forget if it was $25 for a necklace each and 50 bucks in total. Or if they were $50 each.

All I knew were two things. $50 to play a MUD was more money than I could ever conceive of spending on a MUD at the time – the huge chunk of investment was just inconceivable.

And I loathed with great emotion that the guy was so matter-of-fact about it. It was the standard. It was the baseline. If you want to be competitive, this here is what you’re going to have to do, what you’re going to have to pay.

The game exists. It was a payment model that was doing fine by them. But it wasn’t a game for me. At the time, I was not willing to pay that sum to merely to achieve baseline performance in order to explore the systems that MUD had. There were other free MUDs out there, and I would not be playing any “pay” MUDs.

So then and there (after thanking the veteran naturally and parting ways,) I logged out of the MUD and never came back.

—

In contrast, nowadays, I’m paying for two subscriptions to A Tale in the Desert. That’s $28 a month. I can afford it now. I’m paying that sum to achieve, how do I put it, “solo” baseline performance in order to explore the systems this MMO has.

You can get by with one character if you are sociable, join groups, are part of a guild, that sort of thing. I’m willing to pay a higher premium for the convenience of not having to wait on another person for a number of things.

They sell vanity cash items like cat pets with no substantial in-game effect or bonuses. I don’t begrudge if people buy them. It doesn’t change the overall baseline of player power, and it gives money to the devs to keep the niche game alive – which it is seriously struggling with these past few years, to be really honest.

Nor do I mind the items sold by Realm of the Mad God in their store. Most of the stuff sold for real money are vanity items. Clothing colors. And you lose them if you die, so it is temporary. You can buy a permanent pet (as long as you store the item that gives you the pet in the vault) but the pet is just for looks. I have no issue with cosmetic stuff in stores.

They have keys that unlock dungeons, but at the cost they’re selling for, it’ll have to be someone with lots of spare cash and little patience buying them. Again, I have no issue with these, mostly because there is an alternate in-game way to get the keys, just kill things and hope for a random drop. In essence, though the keys unlock the possibility of killing a big bad boss for loot, they are a time convenience item to speed up the same thing you can already achieve in game.

They have items that give a temporary boost to stats. The closest to selling power, as it were. But they are seriously temporary. Like 30 seconds temporary or less. Which would make them only valuable on very rare occasions, like killing a big boss and trying to do enough damage to qualify for loot…

…Okay, I’m finding it hard to just say that I’m perfectly okay with these. Let’s put it this way. At my current baseline, I do not see the importance of buying these buffs for real money yet. As such, it is not affecting my gameplay or playstyle and I’m okay with continuing to play the game… up to the point where I discover they are a -necessary- part of the game. If, let’s say, I get all statted up and join some hardcore guild that does lots of dungeons per day, and they tell me, hey, all the pros buy these buffs so they can guarantee their loot dropping, it’s the normal thing to do. That’s probably the point where I will get really squicked out and log off and never come back.

—

So, here we are, back to City of Heroes, a little bit clearer on where my personal line is.

I think specifically, I have issues with two things. In-store exclusivity and player power baseline normalizing to store-bought items.

I think what disturbs me about other players being so accepting of store items is that it contributes to the normalizing of the baseline up to the level of store bought items.

(I played the Summer Blockbuster event the other day. It was quite fun and I might do a post about it soon. But I was a bit taken aback when we encountered a bug – the mission didn’t teleport us back as normal – and one of the players said, “Oh, it’s a bug. Just self-destruct, hospital and come back.” Totally matter of fact.

Except, self-destruct is a power that comes with the optional costume packs they were selling back in the day. And no doubt, it’s a cash shop power now. I don’t -HAVE- self-destruct, thank you. I didn’t see the need for the costumes or the power at the time, and I still don’t see the need now. But it raises my eyebrows when I see a player assuming that everyone has the same baseline he has.

Conveniently, I was in a part of the map where I could suicide to mobs. If not, I presume I would have to log out and back in and hope the twitchy buggy LFG turnstile system didn’t kick me out of game.)

Take Invention sets. Strictly speaking, it’s optional. You can play up to level 50 in SOs. But if you look around, especially at people doing Incarnate level content, chances are the baseline is that people are kitted out in IOs and the rare person in SOs is just that, a rarity, who isn’t numerically capable of contributing as much as someone in IOs and with set bonuses can. Even Samuel_Tow from the board forums has given in and started to figure out how to use Inventions, because the baseline of Incarnate content is set at a level that assumes you’re in them.

There’s technically optional, and there’s where the normal player baseline is. I think what I’m really not comfortable with, is the lack of choice or alternate option for achieving this baseline.

If the same amplifiers can be bought in-game with an in-game currency, or crafted out of rare items in-game, then the store option is just a time-saving shortcut for lazy people with money they don’t mind throwing away.

If the same amplifiers can be traded on the auction house, then economy takes over, and it is possible to either pay insane X amount of in-game currency or Y amount of real world currency to get them, I probably wouldn’t feel as worried. There would at least be a theoretical way to attain the amplifiers without money, even if most people are not willing to do so. I’m not 100% sure on this last point, I think I’ll have to qualify it by examining the level of buff the power awards before it meets my acceptability criteria.

As of right now though, I don’t think those Power Amplifiers meet any of my criteria.

Sadly, the game doesn’t think I’m running a subscription, I’ve just paid for a month of VIP each month from April to June, so I can’t fill out a subscription canceled survey form and explain the reasons why I’m stopping.

But the VIP access expires in the first week of July, and I’ll be stopping there for the time being.

I hope to be able to finish Night Ward and the other content I haven’t played before then.

I’m also still curious about the Battalion story and such things. Maybe I’ll renew for a month out of curiosity when content hits, despite the better part of my morals and sense.

My archer actually maxed defence roughly a week ago, but I didn’t want to post a celebratory note and then proceed to jinx it with YASD.

Instead I was taking a much-needed wizard farming break and having the archer go out to play around. It’s been… different. Very much so.

1) Damage Pattern Ain’t The Same

I’m using a Golden Bow on the archer. It’s the only vaguely respectable bow I own. The firing pattern is a spread of three arrows.

On the one hand, the spread means good aim is less necessary. (And I don’t -have- great aim, so that’s nice.)

And on the other paw, it means my damage is spread out at long range, when only one arrow can hit. If I want to apply more damage, that means running in closer to mid-range where the god bullets are closer together. Which is more nerve-racking.

In the screenshot, the difference is really obvious. The necromancer behind me has nearly the same firing pattern as a wizard and he’s pew pew’ing the beholder at a much faster pace and with higher damage than my archer can.

If I was concentrating more (and not just out to take a screenshot for demo purposes,) I could hit both gods with my firing pattern, but overall dps per god would be lower since likely only one arrow would hit each.

Or I could move in closer on the ghost god and try to hit it with two or even three arrows and increase dps that way.

Assuming I didn’t eat a faceful of bullets.

2) High Stats is Noticeably Better

Then again, eating one or two bullets on the archer is not the “ow, argh, my face!” experience it is for the throwaway farming wizards.

Between the max defence, which cuts down on the damage per bullet, and the high (if not yet maxed) vitality, which determines hp regeneration rate, and the naturally higher health bar reservoir, the archer has much higher resiliency and survivability.

Even if I accidentally get too hurt, the high vitality helps to regen it back at a fast pace. Downtime is a couple of seconds, especially if I throw on a +7 vitality ring for an extra boost.

The wizard by contrast is noticeably squishier.

Come to think of it, after checking the wizard base stats average on the Mad God wiki, this incarnation #5 is possibly somewhat below average to average. Slightly higher dex, slightly lower speed and wisdom, about average on attack and vitality. Not sure on the hp and mp, I’m too lazy to log in to check right now.

I won’t be suiciding him to reroll better stats like some people do, though. No point hastening the inevitable. He’s been kinda lucky in that he’s survived this long, and gotten a T8 Staff of Horror (one tier better than my standard T7 Staff of Destructions for throwaway wizards) and a T4 Destruction Sphere spell. He’ll bite it one day on his own. Of that, I am sure.

The one thing I really miss on the wizard is speed.

I still enjoy the glass cannon crazy direct damage mobile turret thing he’s got over the archer. But the archer has 45 speed over his 24, and it feels SO much better. It’s more fluid and dodging is easier and more forgiving of slower reaction times. One can circle strafe gods and do other crazy risky things with higher speed.

I’m still working on getting the rest of the archer’s stats maxed, but once he maxes speed, I’ll be glad to start squandering some on the wizard. Probably not this one, since he’s starting out below average, but chances are good he’ll be dead by then.

Both classes are capable of doing sufficient damage for both soulbound drops and stat pots. That I tested. It’s naturally easier solo, rather than side by side competing with more buffed out wizard types.

The archer takes slightly longer to kill gods, but the tradeoff is he can hang around much longer as well. And some gods like the sprite god are much easier, the bullet spread lets me hit the god while dodging and circle strafing and the higher resiliency means being hit by a bullet or two is not as painful.

I suspect I’ll be alternating between the two to farm.

(Another worthwhile goal is to try and hit 400 fame with the archer as that’s a class quest that earns a star. But that one is long-term and all in good time, because the archer will have to die in order to reap the fame, and I really rather not have him die just yet.)

I just have to start playing more carefully with less ‘throwaway’ mentality from now on. (Which might help Wizard #5 to survive…

More farming. My archer is about 5 potions away from maxing defence, I think, and speed is about 9 potions away. Getting a bit excited about the prospect of finally maxing one stat, ever.

Wizard #4 was leading a bit of a charmed life.

Last night, out of curiosity since I’ve never actually tried to actively observe the effects of mild alcohol inebriation on reaction times, I realized Realm of the Mad God is so twitch-based, it might just work.

(Obviously, if you’re hopelessly pissed beyond the ability to type coherently, the effects of being drunk while playing any game is ridiculously plain to see. But I’m talking about super-mild amounts of alcohol in the system. Scientifically, experiments have shown there still is an effect, even if the person is not aware of it and still thinks they are perfectly fine.)

Had the teeniest tiniest shot of absinthe mixed with Coca Cola (I’m weird, I know, I’ve developed a taste for absinthe cocktails since visiting this local hole in the wall). It’s a nothing kind of drink. There’s a faint low level of happy buzz and that’s about it.

Feeling perfectly okay, I proceeded to play RotMG. I know you’re expecting carnage, since this is a Yet Another Stupid Death post, but actually, no.

Being perfectly aware that my reaction times might conceivably be a bit dimmed, I played very carefully and kept reminding myself about the Nexus button. What I did notice were two things.

I kept walking into god bullets. At a much higher frequency than usual. Somehow, while I was perfectly aware that these bullets were coming, my focus on them was causing me to walk my character into them, rather than avoid them. Judgement of split second timings were a little off. I doubt it’ll be noticeable at all in a hotkey skill MMO, but RotMG is arcade twitchy and provides much faster frequent feedback.

And I was concentrating so hard on looking at the character and making sure he was safe, I barely looked at the radar map. Somehow my peripheral vision wasn’t functioning at the same level, situational awareness was not there, and there were quite a few scary moments of “Where did that God come from? Eep, I’m not looking at the radar map like usual!”

I’m not sure if this was a self-fulfilling prophecy kind of thing where my expectations were affecting my actions, or if there really is an effect. Not at all scientific, but it was kinda fun to attempt and observe. I hear platformers are another good place to do fun tests on this, since jumps require split second timing too.

After realizing I was taking more damage in the last half hour than in the rest of the character’s lifetime, I decided to stop before something permanent happened. (See, my judgement wasn’t -that- impaired!) Quit the game, surfed the ‘net, went to bed.

The next day, stone cold sober, I tried it again. Sure enough, I was dodging god bullets barely even thinking about it. Nary a single scratch. My fingers were turning the screen, dodging and shooting and correcting for overshoots completely subconsciously. Dropped into flow state without having to think very hard.

Quite convincing an experience, when all is said and done. Makes you appreciate why even a single drink and trying to drive is not ever a good idea. Doubtless I will be repeating the experiment some time in the future, for the heck of it. Not with anything valuable, though. 🙂

Continuing on while absolutely not under the effects of any alcohol whatsoever, I kept farming.

A Destruction Sphere spell ability item dropped for the lucky wizard (the irony of jumping from a starter item to Tier 4 was not lost on me). Then another, which I was going to keep for the inevitable next wizard in the vault.

And then out of absolutely nowhere, a Leviathan (that most dangerous of shotgun Gods) jumped me from behind.

Dead from the shotgun without the chance to complete the thought “What the f-”

No one ever said life was fair. This was just one of -those- deaths. Completely unavoidable.

He’d already got away from umpteen other bad situations because there was time enough to Nexus away. This one was just a surprise. Of the not-so-nice kind.

My wizards’ lifespans seem to be based on a score average (in terms of Total Fame Earned) rather than on time. Perhaps there’s just a certain number of gods I can kill in the throwaway gear and base stats I’m using before the inevitable accident kills me.